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Handitzer
An enormous, front-loaded culverin-style cannon engineered for direct hand-held use by only the largest, most heavily augmented operators. It can be charged with a range of munitions — high-explosive, armour-piercing, or grapeshot — allowing it to function as siege gun, anti-armour weapon, or close-range area shredder depending on the load. The weapon is brutally top-heavy and awkward to manage, yet its sheer mass and propulsive force make every discharge catastrophically powerful, sometimes even for the person holding it. True to Industrial Industries form, it is highly customisable at every level — but beneath the options, it remains exactly what it looks like: a ludicrously huge cannon that goes boom.
“Lissen here, all yer fancy lay-zers and glowin’ magic is cute an’ all, but what ya really need is good ol’ pow-der in a barrel. You pack it toight, you loight it roight, an’ fizzics does the rest — none o’ this thinkin’ business. Handitzer ain’t pretty, ain’t smart, but it works, ‘cause boom don’t care how clever ya are.”
| Handitzer | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Ballistic] | |
| Skill | [Athletics] | Mastery | [Explosives] | |
| Value | 15,000c | Upkeep | 300c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 15 | Below | 18 - 72 | 1 | 6 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. | ||||
| Effects | ||||
| When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following: High Explosive Munitions: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. Armour Piercing Munitions: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability]. Grapeshot Munitions: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. Dangerous: When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself. |
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| Handitzer | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Ballistic] | |
| Skill | [Athletics] | Mastery | [Explosives] | |
| Value | 60,000c | Upkeep | 600c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 30 | Below | 21 - 84 | 1 | 6 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. | ||||
| Effects | ||||
| When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following: High Explosive Munitions: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. Armour Piercing Munitions: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability]. Grapeshot Munitions: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. Dangerous: When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself. |
||||
| Handitzer | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Ballistic] | |
| Skill | [Athletics] | Mastery | [Explosives] | |
| Value | 135,000c | Upkeep | 900c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 45 | Below | 24 - 96 | 1 | 6 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. | ||||
| Effects | ||||
| When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following: High Explosive Munitions: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. Armour Piercing Munitions: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability]. Grapeshot Munitions: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. Dangerous: When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself. |
||||
| Handitzer | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Ballistic] | |
| Skill | [Athletics] | Mastery | [Explosives] | |
| Value | 240,000c | Upkeep | 1,200c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 60 | Below | 27 - 108 | 1 | 6 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. | ||||
| Effects | ||||
| When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following: High Explosive Munitions: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. Armour Piercing Munitions: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability]. Grapeshot Munitions: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. Dangerous: When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself. |
||||
| Handitzer | ||||
|---|---|---|---|---|
| [Industrial Industries] - Your industry leader in the Industry industry. | ||||
| Archetype | [Weapon] | Subtype | [Ballistic] | |
| Skill | [Athletics] | Mastery | [Explosives] | |
| Value | 375,000c | Upkeep | 1,500c | |
| Requirement | Damage | Range | Ammo | Hardpoints |
| Brawn: 75 | Below | 30 - 120 | 1 | 6 |
| Traits | ||||
| [Dangerous], [Fortuitous], [Loud], [Two-Handed] & [Vicious]. | ||||
| Effects | ||||
| When you perform the [Reload] [Action] on this [Weapon], it requires a [Double Action]. You can't perform the [Reload] [Action] as a [Quick Action] on this [Weapon]. In addition, at the start of each [Encounter], or any time you perform the [Reload] [Action], you must nominate the munitions that are loaded into the [Handitzer], from the following: High Explosive Munitions: The [Handitzer]'s [Damage] is 3D8 + 15 and gains the [Blast] [Ability]. Armour Piercing Munitions: The [Handitzer]'s [Damage] is 2D8 + 10 and gains the [Armour Piercing] [Ability]. Grapeshot Munitions: The [Handitzer]'s [Damage] is D8 + 5 and gains the [Buckshot: 8] and [Arc] [Abilities]. Should the [Handitzer] gain [Additional Damage Die], this munition gains 1 additional [Damage] instead. Furthermore, Munitions and Rounds, from installed [Mods], are different. A [Handitzer] can have both Munitions and Rounds loaded at the same time, gaining the benefits of both. You can change both, when you perform the [Reload] [Action]. Fortuitous: When triggered, you may cancel the [Attack] immediately and automatically inflict an [Injury] instead. Dangerous: When triggered, you resolve a [Successful] [Attack] with this [Weapon] against yourself. |
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Changelog
Version 0.5b - Feb 2026
- Significant Rework
- Lore added
- Added Fortuitous - Injury
- Added Dangerous - Attack Self
- Added Grapeshot Munitions
- Damaged reworked to now be dependant on Munitions
- High Explosive Munitions: 3D8 + 15 Damage and Blast Ability
- Armour Piercing Munitions: 2D8 + 10 Damage and Armour Piercing Ability
- Grapeshot Munitions: D8 + 5 Damage, Buckshot: 8 and Arc Abilities
- Removed the Fine Ability
